Aeolius
Adventurer
Since 1998, I have running a message-based game, "Beneath the Pinnacles of Azor’alq", an undersea adventure set in the World of Greyhawk. The campaign is meant for water-breathing races, i.e. not your typical "use magic to exist underwater" style setting.
As you can imagine, recruiting new players for a message-based game is often less than successful. Add to that the fact that I have eliminated every standard D&D race and setting from the get-go. It takes someone either ready for a new experience or one who already enjoys swimming, aquariums, etc, to venture into such an endeavor. Granted, I regard the inclusion of underwater rules in "Seas of Blood", "Seafarer’s Handbook", and "Broadsides" as a bonus – perhaps more people will consider the oceans of Oerth as a viable terrain for exploration.
I have also begun work on "Aquan Adventures", which will detail the various aspects of underwater adventures within the bounds of the 3e rule set. New skills, feats, and prestige classes will be presented, as well as new spells, magic items, monsters, psionic powers, and deities. Various terrains will be explained and encounter tables will be devised for them.
My question is what would you want to see, as both Player and DM, in a supplement devoted to the sea? What would awaken your interest, in playing in an undersea campaign?
As you can imagine, recruiting new players for a message-based game is often less than successful. Add to that the fact that I have eliminated every standard D&D race and setting from the get-go. It takes someone either ready for a new experience or one who already enjoys swimming, aquariums, etc, to venture into such an endeavor. Granted, I regard the inclusion of underwater rules in "Seas of Blood", "Seafarer’s Handbook", and "Broadsides" as a bonus – perhaps more people will consider the oceans of Oerth as a viable terrain for exploration.
I have also begun work on "Aquan Adventures", which will detail the various aspects of underwater adventures within the bounds of the 3e rule set. New skills, feats, and prestige classes will be presented, as well as new spells, magic items, monsters, psionic powers, and deities. Various terrains will be explained and encounter tables will be devised for them.
My question is what would you want to see, as both Player and DM, in a supplement devoted to the sea? What would awaken your interest, in playing in an undersea campaign?